﻿// Upgrade NOTE: commented out 'float4 unity_LightmapST', a built-in variable
// Upgrade NOTE: commented out 'sampler2D unity_Lightmap', a built-in variable

Shader "Sbin/TexShader2"
{ 
	Properties {
		_MainTex ("Base (RGB)", 2D) = "white" {}
	}

	SubShader {
	Tags { "RenderType"="Opaque" }
	LOD 100
	
	Pass {  
		CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			//#pragma multi_compile_fog
			#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
			#include "UnityCG.cginc"

			struct appdata_t {
				float4 vertex : POSITION;
				float2 texcoord : TEXCOORD0;
				float2 texcoord1 : TEXCOORD1;
			};

			struct v2f {
				float4 vertex : SV_POSITION;
				half2 texcoord : TEXCOORD0;
				#ifndef LIGHTMAP_OFF
				half2 uvLM : TEXCOORD1;
				#endif 
				//UNITY_FOG_COORDS(1)
			};

			sampler2D _MainTex;
			float4 _MainTex_ST;
			
			v2f vert (appdata_t v)
			{
				v2f o;
				o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
				o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
				#ifndef LIGHTMAP_OFF
				o.uvLM = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
				#endif
				//UNITY_TRANSFER_FOG(o,o.vertex);
				return o;
			}
			
			fixed4 frag (v2f i) : SV_Target
			{
				fixed4 col = tex2D(_MainTex, i.texcoord);
				//UNITY_APPLY_FOG(i.fogCoord, col);
				//UNITY_OPAQUE_ALPHA(col.a);
				#ifndef LIGHTMAP_OFF
				fixed3 lm = DecodeLightmap (UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uvLM.xy));
				col.rgb*=lm;
				#endif
				return col;
			}
		ENDCG
	}
	}
	FallBack Off  
}
